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More commands transformed from Lua code to C
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src/script/functions.c
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302
src/script/functions.c
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/* ase -- allegro-sprite-editor: the ultimate sprites factory
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* Copyright (C) 2001-2005, 2007 David A. Capello
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#ifndef USE_PRECOMPILED_HEADER
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#include "jinete.h"
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#include "console/console.h"
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#include "modules/gui.h"
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#include "modules/sprites.h"
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#include "raster/blend.h"
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#include "raster/image.h"
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#include "raster/frame.h"
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#include "raster/layer.h"
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#include "raster/sprite.h"
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#include "raster/stock.h"
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#include "raster/undo.h"
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#endif
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/* ======================================= */
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/* Layer */
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/* ======================================= */
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/* internal routine */
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static int count_layers(Layer *layer)
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{
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int count;
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if (layer->parent->type == GFXOBJ_SPRITE)
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count = 0;
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else
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count = 1;
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if (layer_is_set(layer)) {
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JLink link;
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JI_LIST_FOR_EACH(layer->layers, link) {
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count += count_layers(link->data);
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}
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}
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return count;
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}
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char *GetUniqueLayerName(void)
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{
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Sprite *sprite = current_sprite;
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if (sprite) {
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char buf[1024];
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sprintf(buf, "%s %d", _("Layer"), count_layers(sprite->set));
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return jstrdup(buf);
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}
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else
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return NULL;
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}
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/**
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* Creates a new layer with the "name" in the current sprite(in the
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* current frame) with the specified position and size(if w=h=0 the
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* routine will use the sprite dimension)
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*/
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Layer *NewLayer(const char *name, int x, int y, int w, int h)
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{
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Sprite *sprite = current_sprite;
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Layer *layer = NULL;
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Image *image;
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Frame *frame;
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int index;
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if (sprite && name) {
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if (w == 0) w = sprite->w;
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if (h == 0) h = sprite->h;
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/* new image */
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image = image_new(sprite->imgtype, w, h);
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if (!image)
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return NULL;
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/* new layer */
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layer = layer_new(sprite->imgtype);
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if (!layer) {
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image_free(image);
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return NULL;
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}
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/* clear with mask color */
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image_clear(image, 0);
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/* configure layer name and blend mode */
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layer_set_name(layer, name);
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layer_set_blend_mode(layer, BLEND_MODE_NORMAL);
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/* add image in the layer stock */
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index = stock_add_image(layer->stock, image);
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/* create a new frame in the current frpos */
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frame = frame_new(sprite->frpos, index);
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frame_set_position(frame, x, y);
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/* add frame */
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layer_add_frame(layer, frame);
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/* undo stuff */
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if (undo_is_enabled(sprite->undo)) {
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undo_open(sprite->undo);
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undo_add_layer(sprite->undo, sprite->set, layer);
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undo_set_layer(sprite->undo, sprite);
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undo_close(sprite->undo);
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}
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/* add the layer in the sprite set */
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layer_add_layer(sprite->set, layer);
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/* select the new layer */
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sprite_set_layer(sprite, layer);
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}
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return layer;
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}
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/**
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* Creates a new layer set with the "name" in the current sprite
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*/
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Layer *NewLayerSet(const char *name)
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{
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Sprite *sprite = current_sprite;
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Layer *layer = NULL;
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if (sprite && name) {
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/* new layer */
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layer = layer_set_new();
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if (!layer)
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return NULL;
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/* configure layer name and blend mode */
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layer_set_name(layer, name);
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/* add the layer in the sprite set */
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layer_add_layer(sprite->set, layer);
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/* select the new layer */
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sprite_set_layer(sprite, layer);
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}
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return layer;
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}
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/**
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* Removes the current selected layer
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*/
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void RemoveLayer(void)
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{
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Sprite *sprite = current_sprite;
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if (sprite && sprite->layer) {
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Layer *layer = sprite->layer;
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Layer *parent = (Layer *)layer->parent;
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Layer *layer_select;
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/* select: previous layer, or next layer, or parent(if it is not
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the main layer of sprite set) */
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if (layer_get_prev(layer))
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layer_select = layer_get_prev(layer);
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else if (layer_get_next(layer))
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layer_select = layer_get_next(layer);
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else if (parent != sprite->set)
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layer_select = parent;
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else
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layer_select = NULL;
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/* undo stuff */
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if (undo_is_enabled(sprite->undo)) {
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undo_open(sprite->undo);
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undo_set_layer(sprite->undo, sprite);
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undo_remove_layer(sprite->undo, layer);
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undo_close(sprite->undo);
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}
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/* select other layer */
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sprite_set_layer(sprite, layer_select);
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/* remove the layer */
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layer_remove_layer(parent, layer);
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/* destroy the layer */
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layer_free(layer);
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}
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}
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Layer *FlattenLayers(void)
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{
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JLink link, next;
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Layer *flat_layer;
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Sprite *sprite;
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sprite = current_sprite;
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if (!sprite)
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return NULL;
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/* generate the flat_layer */
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flat_layer = layer_flatten(sprite->set,
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sprite->imgtype, 0, 0, sprite->w, sprite->h,
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0, sprite->frames-1);
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if (!flat_layer) {
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console_printf("Not enough memory");
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return NULL;
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}
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/* open undo, and add the new layer */
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if (undo_is_enabled(sprite->undo)) {
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undo_open(sprite->undo);
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undo_add_layer(sprite->undo, sprite->set, flat_layer);
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}
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layer_add_layer(sprite->set, flat_layer);
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/* select the new layer */
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if (undo_is_enabled(sprite->undo))
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undo_set_layer(sprite->undo, sprite);
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sprite_set_layer(sprite, flat_layer);
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/* remove old layers */
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JI_LIST_FOR_EACH_SAFE(sprite->set->layers, link, next) {
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if (link->data != flat_layer) {
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/* undo */
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if (undo_is_enabled(sprite->undo))
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undo_remove_layer(sprite->undo, link->data);
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/* remove and destroy this layer */
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layer_remove_layer(sprite->set, link->data);
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layer_free(link->data);
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}
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}
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/* close the undo */
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if (undo_is_enabled(sprite->undo))
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undo_close(sprite->undo);
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GUI_Refresh(sprite);
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return flat_layer;
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}
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/* ======================================= */
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/* Frame */
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/* ======================================= */
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void RemoveFrame(Layer *layer, Frame *frame)
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{
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Sprite *sprite = current_sprite;
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Image *image;
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Frame *it;
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int frpos;
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bool used;
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if (sprite != NULL && layer_is_image(layer) && frame != NULL) {
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/* find if the image that use the frame to remove, is used by
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another frames */
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used = FALSE;
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for (frpos=0; frpos<sprite->frames; ++frpos) {
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it = layer_get_frame(layer, frpos);
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if (it != NULL && it != frame && it->image == frame->image) {
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used = TRUE;
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break;
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}
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}
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undo_open(sprite->undo);
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if (!used) {
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/* if the image is only used by this frame, we can remove the
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image from the stock */
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image = stock_get_image(layer->stock, frame->image);
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undo_remove_image(sprite->undo, layer->stock, image);
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stock_remove_image(layer->stock, image);
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image_free(image);
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}
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undo_remove_frame(sprite->undo, layer, frame);
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undo_close(sprite->undo);
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/* remove the frame */
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layer_remove_frame(layer, frame);
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frame_free(frame);
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}
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}
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39
src/script/functions.h
Normal file
39
src/script/functions.h
Normal file
@ -0,0 +1,39 @@
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/* ase -- allegro-sprite-editor: the ultimate sprites factory
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* Copyright (C) 2001-2005, 2007 David A. Capello
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef SCRIPT_FUNCTIONS_H
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#define SCRIPT_FUNCTIONS_H
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struct Layer;
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struct Frame;
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/* Layer */
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char *GetUniqueLayerName(void);
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struct Layer *NewLayer(const char *name, int x, int y, int w, int h);
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struct Layer *NewLayerSet(const char *name);
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void RemoveLayer(void);
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struct Layer *FlattenLayers(void);
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/* Frame */
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void RemoveFrame(struct Layer *layer, struct Frame *frame);
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#endif /* SCRIPT_FUNCTIONS_H */
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